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Solo Of Fortune
''Solo of Fortune'' is a 1989 role-playing game supplement published by R. Talsorian Games for ''Cyberpunk (role-playing game), Cyberpunk''. Contents ''Solo of Fortune'' is the first in a series of ''Cyberpunk'' supplements, with each book focusing on a different character class. Reception ''Solo of Fortune'' was reviewed in ''Space Gamer'' Vol. II No. 2. The reviewer commented that "If your campaign uses Solos or vehicles to any extent, it'll be worth your while." References

{{Cyberpunk (game franchise) Cyberpunk (role-playing game) supplements Role-playing game supplements introduced in 1989 ...
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Solo Of Fortune, Role-playing Supplement
Solo or SOLO may refer to: Arts and entertainment Comics * ''Solo'' (DC Comics), a DC comics series * Solo, a 1996 mini-series from Dark Horse Comics Characters * Han Solo, a ''Star Wars'' character * Jacen Solo, a Jedi in the non-canonical ''Star Wars Legends'' continuity * Kylo Ren, real name Ben Solo, a ''Star Wars'' character * Napoleon Solo, from the TV spy series ''Man from U.N.C.L.E.'' * Sky Solo, from the comic book series ''1963'' * Solo (Marvel Comics), a fictional counter-terrorism operative Films * ''Solo'' (1969 film), directed by Jean-Pierre Mocky * ''Solo'' (1972 film), directed by Mike Hoover * ''Solo'' (1977 film), a New Zealand film * ''Solo'' (1984 film), starring Sandra Kerns * ''Solo'' (1996 film), a science fiction action film * ''Solo'' (2006 film), an Australian film written and directed by Morgan O'Neill * ''Solo'' (2008 film), an Australian documentary film directed by David Michod and Jennifer Peedom * ''Solo'' (2011 film), a Telugu-language fil ...
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Cyberpunk (role-playing Game)
''Cyberpunk'' is a tabletop role-playing game in the dystopian science fiction genre, written by Mike Pondsmith and first published by R. Talsorian Games in 1988. It is typically referred to by its second or fourth edition names, ''Cyberpunk 2020'' and ''Cyberpunk Red'', in order to distinguish it from the cyberpunk genre after which it is named. Setting ''Cyberpunk'' exists within its own fictional timeline, which splits from the real world in 1990. The timeline has been extended with each major edition of the game, from the first edition set in 2013 to Cyberpunk Red set in 2045. The backstory begins with the USA becoming embroiled in a major conflict in Central America in the 1980s, causing a significant economic collapse ending in a military coup resulting in the European Common Market and Japan as superpowers and the Soviet Union not collapsing. This is coupled with the development of orbital habitats that become independent states and the rise of megacorporations that fi ...
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Character Class
In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct roles with specific purposes, weapons o ...
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Space Gamer
Space is the boundless three-dimensional extent in which objects and events have relative position and direction. In classical physics, physical space is often conceived in three linear dimensions, although modern physicists usually consider it, with time, to be part of a boundless four-dimensional continuum known as spacetime. The concept of space is considered to be of fundamental importance to an understanding of the physical universe. However, disagreement continues between philosophers over whether it is itself an entity, a relationship between entities, or part of a conceptual framework. Debates concerning the nature, essence and the mode of existence of space date back to antiquity; namely, to treatises like the ''Timaeus'' of Plato, or Socrates in his reflections on what the Greeks called '' khôra'' (i.e. "space"), or in the ''Physics'' of Aristotle (Book IV, Delta) in the definition of ''topos'' (i.e. place), or in the later "geometrical conception of place" ...
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3W (company)
World Wide Wargames, or 3W, was a wargame company founded in 1977 (as UKW, UK Wargamer) by Keith Poulter.The Wargamer Issue 9, page 10 History 3W Inc, also known as World Wide Wargames, was a wargame company that began publishing in 1977. Originally launched in England, the company moved later to California. In addition to producing boxed wargames, 3W published the magazine '' The Wargamer''. TSR published the magazine ''Strategy & Tactics'' from 1983 – 1987 and then sold the rights to 3W, who published the magazine from #112 (June, 1987) to #139; after 3W's Keith Poulter got out of the business, ''Strategy & Tactics'' was sold to Decision Games. Diverse Talents, Inc., the publishers of ''Space Gamer/Fantasy Gamer'', ''Fire and Movement'', and ''Battleplan'' magazines, was bought by World Wide Wargames, Inc. on June 1, 1988. Hobbyist magazine publisher Diverse Talents Inc. (DTI) published a third iteration of ''Space Gamer'', and after that ownership of DTI passed on to 3W ...
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Cyberpunk (role-playing Game) Supplements
Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of low-life, lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and cyberware, juxtaposed with societal collapse, dystopia or decay. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner (novelist), John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction. Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977. Released in 1984, William Gibson's influential debut novel ''Neuromancer'' helped solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Frank ...
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